206 lines
4.6 KiB
Lua
206 lines
4.6 KiB
Lua
-- Some utility functions that shouldn't be exposed.
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local utils = {}
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-- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286
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function utils.format_path(path)
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local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP'
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local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/')
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local k
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repeat -- /./ -> /
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path,k = path:gsub(np_pat2,'/')
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until k == 0
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repeat -- A/../ -> (empty)
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path,k = path:gsub(np_pat1,'')
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until k == 0
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if path == '' then path = '.' end
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return path
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end
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-- Compensation for scale/rotation shift
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function utils.compensate(tile, tileX, tileY, tileW, tileH)
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local compx = 0
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local compy = 0
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if tile.sx < 0 then compx = tileW end
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if tile.sy < 0 then compy = tileH end
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if tile.r > 0 then
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tileX = tileX + tileH - compy
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tileY = tileY + tileH + compx - tileW
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elseif tile.r < 0 then
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tileX = tileX + compy
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tileY = tileY - compx + tileH
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else
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tileX = tileX + compx
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tileY = tileY + compy
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end
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return tileX, tileY
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end
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-- Cache images in main STI module
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function utils.cache_image(sti, path, image)
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image = image or love.graphics.newImage(path)
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image:setFilter("nearest", "nearest")
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sti.cache[path] = image
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end
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-- We just don't know.
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function utils.get_tiles(imageW, tileW, margin, spacing)
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imageW = imageW - margin
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local n = 0
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while imageW >= tileW do
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imageW = imageW - tileW
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if n ~= 0 then imageW = imageW - spacing end
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if imageW >= 0 then n = n + 1 end
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end
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return n
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end
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-- Decompress tile layer data
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function utils.get_decompressed_data(data)
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local ffi = require "ffi"
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local d = {}
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local decoded = ffi.cast("uint32_t*", data)
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for i = 0, data:len() / ffi.sizeof("uint32_t") do
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table.insert(d, tonumber(decoded[i]))
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end
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return d
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end
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-- Convert a Tiled ellipse object to a LOVE polygon
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function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
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local ceil = math.ceil
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local cos = math.cos
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local sin = math.sin
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local function calc_segments(segments)
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local function vdist(a, b)
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local c = {
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x = a.x - b.x,
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y = a.y - b.y,
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}
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return c.x * c.x + c.y * c.y
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end
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segments = segments or 64
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local vertices = {}
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local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) }
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local m
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if love and love.physics then
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m = love.physics.getMeter()
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else
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m = 32
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end
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for _, i in ipairs(v) do
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local angle = (i / segments) * math.pi * 2
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local px = x + w / 2 + cos(angle) * w / 2
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local py = y + h / 2 + sin(angle) * h / 2
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table.insert(vertices, { x = px / m, y = py / m })
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end
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local dist1 = vdist(vertices[1], vertices[2])
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local dist2 = vdist(vertices[3], vertices[4])
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-- Box2D threshold
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if dist1 < 0.0025 or dist2 < 0.0025 then
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return calc_segments(segments-2)
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end
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return segments
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end
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local segments = calc_segments(max_segments)
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local vertices = {}
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table.insert(vertices, { x = x + w / 2, y = y + h / 2 })
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for i = 0, segments do
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local angle = (i / segments) * math.pi * 2
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local px = x + w / 2 + cos(angle) * w / 2
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local py = y + h / 2 + sin(angle) * h / 2
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table.insert(vertices, { x = px, y = py })
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end
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return vertices
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end
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function utils.rotate_vertex(map, vertex, x, y, cos, sin)
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if map.orientation == "isometric" then
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x, y = utils.convert_isometric_to_screen(map, x, y)
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vertex.x, vertex.y = utils.convert_isometric_to_screen(map, vertex.x, vertex.y)
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end
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vertex.x = vertex.x - x
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vertex.y = vertex.y - y
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return
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x + cos * vertex.x - sin * vertex.y,
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y + sin * vertex.x + cos * vertex.y
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end
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--- Project isometric position to cartesian position
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function utils.convert_isometric_to_screen(map, x, y)
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local mapH = map.height
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local tileW = map.tilewidth
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local tileH = map.tileheight
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local tileX = x / tileH
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local tileY = y / tileH
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local offsetX = mapH * tileW / 2
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return
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(tileX - tileY) * tileW / 2 + offsetX,
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(tileX + tileY) * tileH / 2
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end
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function utils.hex_to_color(hex)
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if hex:sub(1, 1) == "#" then
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hex = hex:sub(2)
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end
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return {
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r = tonumber(hex:sub(1, 2), 16) / 255,
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g = tonumber(hex:sub(3, 4), 16) / 255,
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b = tonumber(hex:sub(5, 6), 16) / 255
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}
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end
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function utils.pixel_function(_, _, r, g, b, a)
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local mask = utils._TC
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if r == mask.r and
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g == mask.g and
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b == mask.b then
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return r, g, b, 0
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end
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return r, g, b, a
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end
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function utils.fix_transparent_color(tileset, path)
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local image_data = love.image.newImageData(path)
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tileset.image = love.graphics.newImage(image_data)
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if tileset.transparentcolor then
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utils._TC = utils.hex_to_color(tileset.transparentcolor)
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image_data:mapPixel(utils.pixel_function)
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tileset.image = love.graphics.newImage(image_data)
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end
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end
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return utils
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